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authorSaracen <SaracenOne@gmail.com>2016-03-07 23:00:55 +0000
committerSaracen <SaracenOne@gmail.com>2016-03-07 23:14:14 +0000
commit7fecebd8a8dc12e59c8fd430b9e3dc0069fd48d1 (patch)
tree668b6cc2cc7787711d3384f2308684bf5fc68e44 /drivers/gles2
parent20308c0475acb4678c9b86c7a4f210c1ec7548dc (diff)
Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
Conflicts: servers/visual/visual_server_raster.h
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp13
-rw-r--r--drivers/gles2/rasterizer_gles2.h2
2 files changed, 13 insertions, 2 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 7714a5d17a..7740c9054b 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -4781,9 +4781,12 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
return; //bye
- if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
+ if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) {
//shader does not use discard and does not write a vertex position, use generic material
- m = shadow_mat_ptr;
+ if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
+ m = shadow_mat_double_sided_ptr;
+ else
+ m = shadow_mat_ptr;
if (m->last_pass!=frame) {
if (m->shader.is_valid()) {
@@ -10961,6 +10964,12 @@ void RasterizerGLES2::init() {
shadow_material = material_create(); //empty with nothing
shadow_mat_ptr = material_owner.get(shadow_material);
+
+ // Now create a second shadow material for double-sided shadow instances
+ shadow_material_double_sided = material_create();
+ shadow_mat_double_sided_ptr = material_owner.get(shadow_material_double_sided);
+ shadow_mat_double_sided_ptr->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = true;
+
overdraw_material = create_overdraw_debug_material();
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index 0f70ceaa97..2a2f587f11 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -829,7 +829,9 @@ class RasterizerGLES2 : public Rasterizer {
bool fragment_lighting;
RID shadow_material;
+ RID shadow_material_double_sided;
Material *shadow_mat_ptr;
+ Material *shadow_mat_double_sided_ptr;
int max_texture_units;
GLuint base_framebuffer;